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Sprites from ClayFighter 2 (Read 366 times)

Started by Basara Suede Goo, March 13, 2019, 03:13:44 am
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Sprites from ClayFighter 2
#1  March 13, 2019, 03:13:44 am
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Hi guys, I want to request some rips from SNES, I couldn't do it since my PC is too shit and barely runs my SNES emulators. I need some sprite/sound rips from C2: Judgment Clay (aka ClayFighter 2). This is what I need from both Frosty and Ice:
-Voices from both characters (mostly Frosty, but Ice has some exclusive phrases too) Got them, thanks a lot N.
-Snowball animation (not appeared in the sheet)
-Specific Ice sprites, mostly his punches, which change from Frosty to have more boxing ones, the only I got is his stance and portraits
-Special hit anims like cutted in half, squished (splatted on the ground) and squeezed

That's all, i got most of the sprites, but the sheet I got from C2 Frosty is incomplete and only appears him (not Ice). As I say before, I could make it myself, but i got many problems with my emulators and I can't do it anymore, so I request this since Ice is the next character to be released and I lack of sprites and sounds to make it.

I hope you can help me with this, thanks in advance :)


EDIT: I forgot to say it... Ice is a secret character, to play as him you've to go to the Title Screen and make this: (Hold B), Up, L, L, L, Right
Last Edit: March 13, 2019, 03:46:22 pm by Basara Suede Goo

N.

Re: Sprites and sounds from ClayFighter 2
#2  March 13, 2019, 08:46:12 am
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Sounds.

For anyone else who wants to get sounds from C2: There's 2 addresses in the WRAM (7E3211, 7E3213) that can be used to replay previous sounds.  The values increment by 4 (00,04,08,0C) and go up to 7C.
What you'll want to do is set 7E3213 -4 below what 7E3211 currently is (never above it.  It'll try to loop back around and replay every stored value in the process).  If the sound's what you want to record, great.  If not, pause the emulator, increase/decrease both of them to a multiple of 4, and try again.  I set both to 00 before I played a new sound to keep track of things easier.

You can also use this to make the game not play the music:
After the announcer says the 2nd character's name on the vs screen, pause the emulator and set the value for those 2 addresses to 0.  Set 7E3225 to 00 and don't unfreeze these addresses until after the round starts. 
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Re: Sprites from ClayFighter 2
#3  March 13, 2019, 01:36:27 pm
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Awesome!! :D thank you very much N., now only need the sprites but finally I can ditch out the Blue Suede Goo voice from Ice XD

EDIT: Added special hit anims to be ripped, also found in the game
Last Edit: March 13, 2019, 06:09:24 pm by Basara Suede Goo
Re: Sprites from ClayFighter 2
#4  March 13, 2019, 06:10:31 pm
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I did manage to rip some sprites of Blob from the game. I could try with some sprite ripping for you.
Hey.
Re: Sprites from ClayFighter 2
#5  March 13, 2019, 07:30:55 pm
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Cool!! That would be very helpful, thanks!!

N.

Re: Sprites from ClayFighter 2
#6  March 14, 2019, 04:05:23 am
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No problem.

I don't know if it'd help, but if either of you use Bizhawk, you could use this .lua script to toggle off the BG layers (through the emulator's layer disable options) and recolor the black BG color (been trying to figure out how use .lua to do stuff in Bizhawk).  Ice has 0000 for one of his colors, so this would help with that (if it's an issue).

Code:
memory.usememorydomain("CGRAM")

   while true do
     local keys= input.get()
     if keys.W then
memory.write_u32_le(0x0160,0x7C1F7C1F)
memory.write_u32_le(0x0164,0x7C1F7C1F)
memory.write_u32_le(0x0168,0x7C1F7C1F)
memory.write_u32_le(0x016C,0x7C1F7C1F)
memory.write_u32_le(0x0170,0x7C1F7C1F)
memory.write_u32_le(0x0174,0x7C1F7C1F)
memory.write_u32_le(0x0178,0x7C1F7C1F)
memory.write_u32_le(0x017C,0x7C1F7C1F)
memory.write_u32_le(0x0180,0x7C1F7C1F)
memory.write_u32_le(0x0184,0x7C1F7C1F)
memory.write_u32_le(0x0188,0x7C1F7C1F)
memory.write_u32_le(0x018C,0x7C1F7C1F)
memory.write_u32_le(0x0190,0x7C1F7C1F)
memory.write_u32_le(0x0194,0x7C1F7C1F)
memory.write_u32_le(0x0198,0x7C1F7C1F)
memory.write_u32_le(0x019C,0x7C1F7C1F)
memory.write_u32_le(0x01A0,0x7C1F7C1F)
memory.write_u32_le(0x01A4,0x7C1F7C1F)
memory.write_u32_le(0x01A8,0x7C1F7C1F)
memory.write_u32_le(0x01AC,0x7C1F7C1F)
memory.write_u32_le(0x01B0,0x7C1F7C1F)
memory.write_u32_le(0x01B4,0x7C1F7C1F)
memory.write_u32_le(0x01B8,0x7C1F7C1F)
memory.write_u32_le(0x01BC,0x7C1F7C1F)
memory.write_u16_le(0x0000,0x7C1F)
snes.setlayer_bg_1(false)
snes.setlayer_bg_2(false)
snes.setlayer_bg_3(false)
snes.setlayer_obj_4(false)
     end
     if keys.E then
memory.write_u16_le(0x0000,0x0000)
snes.setlayer_bg_1(true)
snes.setlayer_bg_2(true)
snes.setlayer_bg_3(true)
snes.setlayer_obj_4(true)
     end
   emu.frameadvance()
end

Save that as a .lua file, open it in Bizhawk through the lua console, and then press W (E to reset the BG layers, because they'll stay hidden).

Edit:  Actually, I have more thing (besides adding a color mod for P2 to the previous one):

Code:
memory.usememorydomain("WRAM")

local C1
local C2


 while true do
C1=memory.readbyte(0x001697)
gui.text(0,10,"001697 State: " .. (C1))
C2=memory.readbyte(0x001698)
gui.text(0,25,"001698 State: " .. (C2))
   emu.frameadvance()
end

I don't know how to combine this with the other one (I made it it's own .lua file and opened it that way), but that'll tell you the values for P1's states (so you don't have to go hunting through the hex editor).  You'd then enter those as cheats, and P1 will keep playing the animation to their states without having velocity changes applied to them (at least it didn't when I tried it with snowball).  You may have to do this 2 or 3 times for a state (snowball has values for start, midddle, and end).  I haven't looked into position mods.  At least, not ones that'd work as I intended.
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2 Last Updated: 10/25/18
3 Last Updated: 05/26/17
4 Last Updated: 7/16/17
Last Edit: March 15, 2019, 12:34:03 am by N.
Re: Sprites from ClayFighter 2
#7  March 22, 2019, 03:46:00 am
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Can someone help me with this please?? Forget the normal sprites, I got more urgence on the Snowball sprites to finish Ice and make all his moves, that's all :)